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-rw-r--r--src/gallium/auxiliary/draw/draw_gs_tmp.h129
1 files changed, 129 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_gs_tmp.h b/src/gallium/auxiliary/draw/draw_gs_tmp.h
new file mode 100644
index 00000000000..eb4a313ca18
--- /dev/null
+++ b/src/gallium/auxiliary/draw/draw_gs_tmp.h
@@ -0,0 +1,129 @@
+
+static void FUNC( struct draw_geometry_shader *shader,
+ unsigned pipe_prim,
+ unsigned count )
+{
+ struct draw_context *draw = shader->draw;
+
+ boolean flatfirst = (draw->rasterizer->flatshade &&
+ draw->rasterizer->flatshade_first);
+ unsigned i;
+
+ if (0) debug_printf("%s %d\n", __FUNCTION__, count);
+
+
+ switch (pipe_prim) {
+ case PIPE_PRIM_POINTS:
+ for (i = 0; i < count; i++) {
+ POINT( shader, i + 0 );
+ }
+ break;
+
+ case PIPE_PRIM_LINES:
+ for (i = 0; i+1 < count; i += 2) {
+ LINE( shader , i + 0 , i + 1 );
+ }
+ break;
+
+ case PIPE_PRIM_LINE_LOOP:
+ if (count >= 2) {
+
+ for (i = 1; i < count; i++) {
+ LINE( shader, i - 1, i );
+ }
+
+ LINE( shader, i - 1, 0 );
+ }
+ break;
+
+ case PIPE_PRIM_LINE_STRIP:
+ for (i = 1; i < count; i++) {
+ LINE( shader, i - 1, i );
+ }
+ break;
+
+ case PIPE_PRIM_TRIANGLES:
+ for (i = 0; i+2 < count; i += 3) {
+ TRIANGLE( shader, i + 0, i + 1, i + 2 );
+ }
+ break;
+
+ case PIPE_PRIM_TRIANGLE_STRIP:
+ if (flatfirst) {
+ for (i = 0; i+2 < count; i++) {
+ TRIANGLE( shader,
+ i + 0,
+ i + 1 + (i&1),
+ i + 2 - (i&1) );
+ }
+ }
+ else {
+ for (i = 0; i+2 < count; i++) {
+ TRIANGLE( shader,
+ i + 0 + (i&1),
+ i + 1 - (i&1),
+ i + 2 );
+ }
+ }
+ break;
+
+ case PIPE_PRIM_TRIANGLE_FAN:
+ if (count >= 3) {
+ if (flatfirst) {
+ for (i = 0; i+2 < count; i++) {
+ TRIANGLE( shader,
+ i + 1,
+ i + 2,
+ 0 );
+ }
+ }
+ else {
+ for (i = 0; i+2 < count; i++) {
+ TRIANGLE( shader,
+ 0,
+ i + 1,
+ i + 2 );
+ }
+ }
+ }
+ break;
+
+ case PIPE_PRIM_POLYGON:
+ {
+ /* These bitflags look a little odd because we submit the
+ * vertices as (1,2,0) to satisfy flatshade requirements.
+ */
+ ushort edge_next, edge_finish;
+
+ if (flatfirst) {
+ edge_next = DRAW_PIPE_EDGE_FLAG_2;
+ edge_finish = DRAW_PIPE_EDGE_FLAG_0;
+ }
+ else {
+ edge_next = DRAW_PIPE_EDGE_FLAG_0;
+ edge_finish = DRAW_PIPE_EDGE_FLAG_1;
+ }
+
+ for (i = 0; i+2 < count; i++) {
+
+ if (flatfirst) {
+ TRIANGLE( shader, 0, i + 1, i + 2 );
+ }
+ else {
+ TRIANGLE( shader, i + 1, i + 2, 0 );
+ }
+ }
+ }
+ break;
+
+ default:
+ assert(0);
+ break;
+ }
+}
+
+
+#undef TRIANGLE
+#undef POINT
+#undef LINE
+#undef FUNC